Total Ten
Total Ten Rulebook
Table of Contents
Table of Contents
Components
- 56 Number cards (4 sets of Red "1" to "7" and Blue "1" to "7")
- 1 dealer marker (front: "1st"; back: "2nd")
- 4 Bonus Points Table sheets
- Front: Local Bonus Points. As a variant, these points may be added to the normal bonus points.
- Back: Ultimate Bonus Points. As a variant for advanced players, these points may be applied instead of normal bonus points.
- This rule sheet
Required Items
- Sheets of paper or score tokens to record the score of all players.
Objective
The players each aim to have the values on the 8 cards in their hands sum up to exactly "10".
Values Formed by Card Combos
- 3 consecutive Red Number cards: you may count only the highest-value card among them.
- 3 consecutive Blue Number cards: you may count only the lowest-value card among them.
- 3 same-value cards of the same colour: you may count them as "10".
These are called "special combos".
- Ex 1. "3", "4", "5" → "5"
- Ex 2. "1", "2", "3" → "1"
- Ex 3. "2", "2", "2" → "0"
It is optional to count the cards in your hand either as special combos or as individual cards.
- Ex 1. "1", "2" and "3" count as a special combo of "1", "1", "1" and individual "2" and "3", adding up to "5"; or they can all count as individual cards, adding up to "1 + 1 + 1 + 2 + 3 = 8".
Set up
- The players each receive a Bonus Points Table and a sheet of paper to record their score, and place them in front of themselves.
- The person who most likes "7" among single-digit numbers is the dealer in the first round. Otherwise, determine the dealer in whatever way you like.
- Next, the dealer receives the dealer marker and places it in front of themselves with the arrow on the blue side pointing at themselves.
- Finally, the dealer shuffles the Number cards (hereafter "cards") face down, deals 7 cards face down to each player, and places the remaining cards as the face-down deck in the center of the table.
Round Flow
- The players take turns clockwise, starting with the dealer.
- On your turn, draw a card from the top of the deck and add it to your hand.
- At this point, if you manage to sum up the numbers on the 8 cards in your hand to exactly "10", you can call "Total-Ten" and declare a "winning hand".
- If you cannot or do not wish to declare a winning hand, discard a card from your hand face up in front of you.
Claiming a Discard
- On your turn, instead of drawing a card from the top of the deck, you can claim the latest card discarded by any other player if you can form a special combo from it by adding any 2 cards from your hand to that card.
- If you claim a discard, take the discarded card, form and reveal the special combo in front of you, and then discard a card from your hand.
- The 3 cards revealed by claiming a discard count as a special combo. You cannot count them as individual cards or use them to form other special combos with other cards.
- Ex. If you claim a discard and reveal "1", "1" and "1", these 3 cards count as the special combo "0".
- You can claim a discard as many times as you like.
Example with 4 Players
The rulebook prints a 4-player diagram (Player 1 as first dealer, the face-down deck, the claimed discard and the revealed combos) illustrating the claiming rules above; it is a layout illustration and is not transcribed here.
Resolving a Winning Hand
A. If you add the card drawn from the deck to your hand and can sum up the value of the 8 cards in your hand to exactly "10", you can declare "winning from the deck". When you declare "winning from the deck", reveal all cards in your hand.
B. If you take another player's latest discard on your turn and can sum up the value of the 8 cards in your hand to exactly "10", you can declare "winning by discard". When you declare "winning by discard", add the discarded card to your hand and reveal all cards in your hand.
Scoring
- Regardless of whether winning "from the deck" or "by discard", the player who has declared the winning hand receives the "Basic Points" + "Bonus Points" (described below).
- *If the values of cards in the revealed hand of the player who declared a winning hand fail to sum up to "10", add 1 pt each to the scores of all players except the player who declared the winning hand, then restart the round with the same dealer.
Basic Points:
- Dealer: 3 pt
- Non-Dealer: 1 pt
Ex 1. Dealer. Hand: 2, 3, 5, 5, 5, 5, 6, 7. Revealed combo: 5, 6, 7.
- Individual (2 + 3) + same-colour triplet (5, 5, 5 → 0) + 3 consecutive Blue (5, 6, 7 → 5) = 10.
- Dealer (3 pt) + ① Single Four (2 pt) + ② One Seven (1 pt) = 6 pt.
Ex 2. Non-Dealer. Hand: 1, 1, 1, 2, 2, 2, 3, 4.
- Individual (1 + 1 + 1 + 3 + 4) + same-colour triplet (2, 2, 2 → 0) = 10.
- Non-Dealer (1 pt) + Close (1 pt) + Under Four (2 pt) + Double Three (2 pt) = 6 pt.
Notes on Bonus Points
- Do not count the same cards more than once to receive the bonus points for both "Four" and "Three" bonuses.
- Do not count the same cards more than once to receive the bonus points for both "Double" and "Single" bonuses.
- If there are multiple possible combinations to calculate bonus points, choose the combination for the "highest score".
Bonus Points Table
1 pt
- Close: "Winning from deck" without claiming any discard.
- Single Three: Including a same-colour triplet. *Additional 1 pt for a triplet of "7".
- Half Color: 4 cards each of Red and Blue.
- One Seven: Including only one "7".
2 pt
- Under Four: Forming a winning hand only with the values of 4 or less.
- Serial Pair: Including 3 consecutive pairs. Can be cards of either colour. *Additional 1 pt for consecutive pairs.
- Single Four: Including a same-colour quadruplet. *Additional 1 pt for a quadruplet of "7".
3 pt
- Single Color: All Red or Blue cards.
- Double Three: Including 2 sets of Single Three. *Additional 1 pt for 2 sets of same-value cards, and further additional 1 pt for 2 sets of "7".
- Heaven: "Winning from deck" on one's first turn. (Do not add the bonus point from Close to this.)
10 pt
- Double Four: 2 sets of Single Four. *Additional 1 pt if including a Single Four of "7".
Victory
- God Ten: Double Four of only "2" or "5".
End of the Round and Game
- The round ends when any one player declares a winning hand or when the deck runs out without anyone having declared a winning hand.
- Collect all the cards, shuffle them and prepare for the next round. During this, the first dealer passes the dealer marker to the next dealer, who places it in front of themselves with the arrow pointing at themselves.
- *When the first dealer becomes the dealer for the second time, flip the dealer marker to reveal the red side.
- Repeat the round with the dealer passing clockwise.
- When all players have been the dealer twice, the game ends and the player with the most points wins.
- In the case of a tie, the tied players share the victory.
- If any player declares an effective "God Ten" during the round, the game ends immediately and that player wins.
Variant Rules 1
- The timing in which you can declare "winning by discard" changes from "during your turn" to "when the card to take is discarded". In this case, if multiple players declare winning by taking the same discarded card at the same time, apply either one of the following rules.
- ① The player whose turn is earlier after the player who discarded the card takes the card.
- ② All players who have declared "winning by discard" are considered as taking the discarded card.
- *Apply either rule as you like.
Variant Rules 2 (for 2 players)
- The game ends when both players have been the dealer the same number of times and the score of either player reaches 25 pt.